using System.Collections.Generic; using UnityEngine.Experimental.Rendering; using UnityEngine.Rendering.Universal.Internal; namespace UnityEngine.Rendering.Universal { internal class DecalDrawDBufferSystem : DecalDrawSystem { public DecalDrawDBufferSystem(DecalEntityManager entityManager) : base("DecalDrawIntoDBufferSystem.Execute", entityManager) { } protected override int GetPassIndex(DecalCachedChunk decalCachedChunk) => decalCachedChunk.passIndexDBuffer; } internal class DBufferRenderPass : ScriptableRenderPass { private static string[] s_DBufferNames = { "_DBufferTexture0", "_DBufferTexture1", "_DBufferTexture2", "_DBufferTexture3" }; private static string s_DBufferDepthName = "DBufferDepth"; private DecalDrawDBufferSystem m_DrawSystem; private DBufferSettings m_Settings; private Material m_DBufferClear; private FilteringSettings m_FilteringSettings; private List m_ShaderTagIdList; private ProfilingSampler m_ProfilingSampler; private ProfilingSampler m_DBufferClearSampler; private bool m_DecalLayers; private RTHandle m_DBufferDepth; internal RTHandle[] dBufferColorHandles { get; private set; } internal RTHandle depthHandle { get; private set; } internal RTHandle dBufferDepth { get => m_DBufferDepth; } public DBufferRenderPass(Material dBufferClear, DBufferSettings settings, DecalDrawDBufferSystem drawSystem, bool decalLayers) { renderPassEvent = RenderPassEvent.AfterRenderingPrePasses + 1; var scriptableRenderPassInput = ScriptableRenderPassInput.Normal; ConfigureInput(scriptableRenderPassInput); m_DrawSystem = drawSystem; m_Settings = settings; m_DBufferClear = dBufferClear; m_ProfilingSampler = new ProfilingSampler("DBuffer Render"); m_DBufferClearSampler = new ProfilingSampler("Clear"); m_FilteringSettings = new FilteringSettings(RenderQueueRange.opaque, -1); m_DecalLayers = decalLayers; m_ShaderTagIdList = new List(); m_ShaderTagIdList.Add(new ShaderTagId(DecalShaderPassNames.DBufferMesh)); int dBufferCount = (int)settings.surfaceData + 1; dBufferColorHandles = new RTHandle[dBufferCount]; } public void Dispose() { m_DBufferDepth?.Release(); foreach (var handle in dBufferColorHandles) handle?.Release(); } public void Setup(in CameraData cameraData) { var depthDesc = cameraData.cameraTargetDescriptor; depthDesc.graphicsFormat = GraphicsFormat.None; //Depth only rendering depthDesc.depthStencilFormat = cameraData.cameraTargetDescriptor.depthStencilFormat; depthDesc.msaaSamples = 1; RenderingUtils.ReAllocateIfNeeded(ref m_DBufferDepth, depthDesc, name: s_DBufferDepthName); Setup(cameraData, m_DBufferDepth); } public void Setup(in CameraData cameraData, RTHandle depthTextureHandle) { // base { var desc = cameraData.cameraTargetDescriptor; desc.graphicsFormat = QualitySettings.activeColorSpace == ColorSpace.Linear ? GraphicsFormat.R8G8B8A8_SRGB : GraphicsFormat.R8G8B8A8_UNorm; desc.depthBufferBits = 0; desc.msaaSamples = 1; RenderingUtils.ReAllocateIfNeeded(ref dBufferColorHandles[0], desc, name: s_DBufferNames[0]); } if (m_Settings.surfaceData == DecalSurfaceData.AlbedoNormal || m_Settings.surfaceData == DecalSurfaceData.AlbedoNormalMAOS) { var desc = cameraData.cameraTargetDescriptor; desc.graphicsFormat = GraphicsFormat.R8G8B8A8_UNorm; desc.depthBufferBits = 0; desc.msaaSamples = 1; RenderingUtils.ReAllocateIfNeeded(ref dBufferColorHandles[1], desc, name: s_DBufferNames[1]); } if (m_Settings.surfaceData == DecalSurfaceData.AlbedoNormalMAOS) { var desc = cameraData.cameraTargetDescriptor; desc.graphicsFormat = GraphicsFormat.R8G8B8A8_UNorm; desc.depthBufferBits = 0; desc.msaaSamples = 1; RenderingUtils.ReAllocateIfNeeded(ref dBufferColorHandles[2], desc, name: s_DBufferNames[2]); } // depth depthHandle = depthTextureHandle; } public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData) { ConfigureTarget(dBufferColorHandles, depthHandle); } public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { SortingCriteria sortingCriteria = renderingData.cameraData.defaultOpaqueSortFlags; DrawingSettings drawingSettings = CreateDrawingSettings(m_ShaderTagIdList, ref renderingData, sortingCriteria); var cmd = renderingData.commandBuffer; using (new ProfilingScope(cmd, m_ProfilingSampler)) { context.ExecuteCommandBuffer(cmd); cmd.Clear(); cmd.SetGlobalTexture(dBufferColorHandles[0].name, dBufferColorHandles[0].nameID); if (m_Settings.surfaceData == DecalSurfaceData.AlbedoNormal || m_Settings.surfaceData == DecalSurfaceData.AlbedoNormalMAOS) cmd.SetGlobalTexture(dBufferColorHandles[1].name, dBufferColorHandles[1].nameID); if (m_Settings.surfaceData == DecalSurfaceData.AlbedoNormalMAOS) cmd.SetGlobalTexture(dBufferColorHandles[2].name, dBufferColorHandles[2].nameID); CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.DBufferMRT1, m_Settings.surfaceData == DecalSurfaceData.Albedo); CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.DBufferMRT2, m_Settings.surfaceData == DecalSurfaceData.AlbedoNormal); CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.DBufferMRT3, m_Settings.surfaceData == DecalSurfaceData.AlbedoNormalMAOS); CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.DecalLayers, m_DecalLayers); // TODO: This should be replace with mrt clear once we support it // Clear render targets using (new ProfilingScope(cmd, m_DBufferClearSampler)) { // for alpha compositing, color is cleared to 0, alpha to 1 // https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch23.html Blitter.BlitTexture(cmd, dBufferColorHandles[0], new Vector4(1, 1, 0, 0), m_DBufferClear, 0); } // Split here allows clear to be executed before DrawRenderers context.ExecuteCommandBuffer(cmd); cmd.Clear(); m_DrawSystem.Execute(cmd); context.DrawRenderers(renderingData.cullResults, ref drawingSettings, ref m_FilteringSettings); } } public override void OnCameraCleanup(CommandBuffer cmd) { if (cmd == null) { throw new System.ArgumentNullException("cmd"); } CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.DBufferMRT1, false); CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.DBufferMRT2, false); CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.DBufferMRT3, false); CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.DecalLayers, false); } } }